--- /dev/null
+// Created by: Kirill GAVRILOV
+// Copyright (c) 2012 OPEN CASCADE SAS
+//
+// The content of this file is subject to the Open CASCADE Technology Public
+// License Version 6.5 (the "License"). You may not use the content of this file
+// except in compliance with the License. Please obtain a copy of the License
+// at http://www.opencascade.org and read it completely before using this file.
+//
+// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
+// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+//
+// The Original Code and all software distributed under the License is
+// distributed on an "AS IS" basis, without warranty of any kind, and the
+// Initial Developer hereby disclaims all such warranties, including without
+// limitation, any warranties of merchantability, fitness for a particular
+// purpose or non-infringement. Please see the License for the specific terms
+// and conditions governing the rights and limitations under the License.
+
+#include <OpenGl_TextureBufferArb.hxx>
+
+#include <OpenGl_Context.hxx>
+#include <Standard_Assert.hxx>
+
+IMPLEMENT_STANDARD_HANDLE (OpenGl_TextureBufferArb, OpenGl_VertexBuffer)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_TextureBufferArb, OpenGl_VertexBuffer)
+
+// =======================================================================
+// function : OpenGl_TextureBufferArb
+// purpose :
+// =======================================================================
+OpenGl_TextureBufferArb::OpenGl_TextureBufferArb()
+: OpenGl_VertexBuffer(),
+ myTextureId (NO_TEXTURE),
+ myTexFormat (GL_RGBA32F)
+{
+ //
+}
+
+// =======================================================================
+// function : ~OpenGl_TextureBufferArb
+// purpose :
+// =======================================================================
+OpenGl_TextureBufferArb::~OpenGl_TextureBufferArb()
+{
+ Release (NULL);
+}
+
+// =======================================================================
+// function : GetTarget
+// purpose :
+// =======================================================================
+GLenum OpenGl_TextureBufferArb::GetTarget() const
+{
+ return GL_TEXTURE_BUFFER_ARB; // GL_TEXTURE_BUFFER for OpenGL 3.1+
+}
+
+// =======================================================================
+// function : Release
+// purpose :
+// =======================================================================
+void OpenGl_TextureBufferArb::Release (const OpenGl_Context* theGlCtx)
+{
+ if (myTextureId != NO_TEXTURE)
+ {
+ // application can not handle this case by exception - this is bug in code
+ Standard_ASSERT_RETURN (theGlCtx != NULL,
+ "OpenGl_TextureBufferExt destroyed without GL context! Possible GPU memory leakage...",);
+
+ glDeleteTextures (1, &myTextureId);
+ myTextureId = NO_TEXTURE;
+ }
+ OpenGl_VertexBuffer::Release (theGlCtx);
+}
+
+// =======================================================================
+// function : Create
+// purpose :
+// =======================================================================
+bool OpenGl_TextureBufferArb::Create (const Handle(OpenGl_Context)& theGlCtx)
+{
+ if (!OpenGl_VertexBuffer::Create (theGlCtx))
+ {
+ return false;
+ }
+
+ if (myTextureId == NO_TEXTURE)
+ {
+ glGenTextures (1, &myTextureId);
+ }
+ return myTextureId != NO_TEXTURE;
+}
+
+// =======================================================================
+// function : Init
+// purpose :
+// =======================================================================
+bool OpenGl_TextureBufferArb::Init (const Handle(OpenGl_Context)& theGlCtx,
+ const GLuint theComponentsNb,
+ const GLsizei theElemsNb,
+ const GLfloat* theData)
+{
+ if (theComponentsNb != 1
+ && theComponentsNb != 2
+ && theComponentsNb != 4)
+ {
+ // unsupported format
+ return false;
+ }
+ else if (!Create (theGlCtx)
+ || !OpenGl_VertexBuffer::Init (theGlCtx, theComponentsNb, theElemsNb, theData))
+ {
+ return false;
+ }
+
+ switch (theComponentsNb)
+ {
+ case 1: myTexFormat = GL_R32F; break;
+ case 2: myTexFormat = GL_RG32F; break;
+ //case 3: myTexFormat = GL_RGB32F; break; // GL_ARB_texture_buffer_object_rgb32
+ case 4: myTexFormat = GL_RGBA32F; break;
+ }
+
+ Bind (theGlCtx);
+ BindTexture (theGlCtx);
+ theGlCtx->arbTBO->glTexBufferARB (GetTarget(), myTexFormat, myBufferId);
+ UnbindTexture (theGlCtx);
+ Unbind (theGlCtx);
+ return true;
+}
+
+// =======================================================================
+// function : BindTexture
+// purpose :
+// =======================================================================
+void OpenGl_TextureBufferArb::BindTexture (const Handle(OpenGl_Context)& theGlCtx,
+ const GLenum theTextureUnit) const
+{
+ theGlCtx->core20->glActiveTexture (theTextureUnit);
+ glBindTexture (GetTarget(), myTextureId);
+}
+
+// =======================================================================
+// function : UnbindTexture
+// purpose :
+// =======================================================================
+void OpenGl_TextureBufferArb::UnbindTexture (const Handle(OpenGl_Context)& theGlCtx,
+ const GLenum theTextureUnit) const
+{
+ theGlCtx->core20->glActiveTexture (theTextureUnit);
+ glBindTexture (GetTarget(), NO_TEXTURE);
+}